End of Days, WoW News, and a New Article

The Third Age comes to an end:

TSW Mayan Apocalypse 1You do have to respect game developers who, in designing their holiday event, say, “Screw Christmas. We’re doing the zombie apocalypse!”

So while players of other games are having snowball fights and collecting silly little gifts, agents in The Secret World are battling for their lives against mighty world bosses, fending off waves of undead Mayans, and enduring the horror of the Nameless Days.

Now, to be fair, it’s still not that great of an event. I lag so badly in the crowds I can hardly play, and mostly it’s just a lot of people spawn-camping zombies in a mindless AoE-fest.

You can get some decent rewards, but the drop rate for the currency is pretty crappy. Maybe it’s higher in the upper level zones; I was in Kingsmouth.

The Mayan zombie apocalypse in The Secret WorldStill, I’d rather this than building snowmen in Lion’s Arch or rescuing Metzen the reindeer.

Also, the last two End of Days video blogs from Joel Bylos were as funny as the first. Check them out, but be warned: this is some mature content. What happens in the bunker, stays in the bunker.

Unrelated to the Mayan Apocalypse, I got my first auxiliary weapon. Science nerd that I am, I had to go for the new quantum B.R.A.C.E. introduced in issue #5. So now I’ve got an arm-mounted supercollider that appears to have been made from a beer can and a power bar.

Hells to the yes.

The mission to get it was fairly fun. Not too long, and not terribly hard, either, considering how crappy my gear is. It was fun going back to the original NPCs from Kingsmouth.

Officers Andy and Moose in The Secret WorldI hope Andy and Moose get together some day. They’d make an adorable couple.

In other news…

World of Warcraft Patch 5.2 coming soon:

As a little tease before the holidays, Blizzard has provided us with our first glimpse of patch 5.2 for World of Warcraft, in the form of patch notes and a single screenshot.

Patch 5.2 Rise of the Thunder King previewTo the surprise of absolutely no one, the patch will focus on the Thunder King and continue the story of the Mogu.

I’ll be honest: I’m not overly thrilled with this. I’ve gone on record several times as saying that I do not like the Mogu. They’re simple brutes. They’re all brawn and no brains. That just doesn’t make for interesting villains in my view.

Also, what happened to the idea that the 5.0 content would be a complete arc, and the rest of the expansion would be about the Fourth War?

Now, I’m not a huge fan of the whole Fourth War thing — as you well know — but if you’re going to do an expansion about the Horde/Alliance war, do an expansion about the Horde/Alliance war. Seems kind of weird that we’re (probably) only going to get one raid tier devoted to the expansion’s main storyline.

On the plus side, I would like to see more about the Zandalari/Mogu alliance, and data-mining confirms a strong Zandalari presence in the new raid. I know a lot of people are sick of Troll content, and I can understand why, but I just never seem to get sick of killing Trolls. Must be the Blood Elf in me.

And I am looking forward to the non-raid content of 5.2. I’m hoping the rumored transmogrification changes make it live, and I think I heard something about some new Blood Elf lore.

There are also going to be several new scenarios, a new daily hub, new Lorewalker stories (Yay!), a new Guild Wars 2-esque loot system for world bosses, and the usual class changes.

Rogues actually got some changes, including new abilities. Most buffs are PvP-related, and blade flurry is being nerfed by an astounding seventy-five percent, but at least they remembered we exist. That’s more than can be said for everything from Cataclysm until now.

My rogue BASE jumping off HyjalAnd the new version of shuriken toss does sound pretty nice. Ranged auto-attacks? Yes, please.

Finally, windwalker monks are apparently a pet class now. Not sure how I feel about that. Storm, earth, and fire was one of my favourite abilities in Warcraft III, but on the other hand… WTF?

New article:

My latest WhatMMO article is 9 Great MMO Quotes. I’m very impressed that I was able to resist the urge to make it 100% Wrath of the Lich King and Secret World quotes.

Guild Wars 2: The View From the Top

In between playing The Secret World and raving about The Secret World, I’m still finding a little time here or there to keep up with Guild Wars 2. I’m now ready to follow up on my initial thoughts and give my more seasoned review of the game.

My legend grows:

The city of Rata Sum in Guild Wars 2I’ve recently hit the level cap on my thief. True to ArenaNet’s promises, being level 80 doesn’t radically change the game. There’s some better gear and a few more dungeons to run, and that’s about it. This does make dinging 80 a bit of an anticlimax, but I consider this a fair trade-off.

Achieving gear with optimal stats isn’t as effortless as we were led to believe prior to the game’s release, but it’s still much easier to gear up in GW2 than in most MMOs.

Pro tip: buy level 78/79 exotics. They’re only marginally less powerful than the 80 exotics, but they’re much cheaper.

So what do you do when you’re 80 in Guild Wars 2? The simple answer is, “Whatever you want,” but there are some specific things tailored to high level players. Most notable among these is Orr.

It’s Orr-ible!

My thief in Malchor's Leap in Guild Wars 2Orr is basically what GW2 has instead of raids. Once a thriving human kingdom, it was blasted beneath the sea by a magical cataclysm, and later, it was dredged up and turned into a nightmarish land of the undead by Deathwing — er, I mean, Zhaitan.

I have mixed feelings on Orr.

In its favour, Orr is very true to its concept. Often in MMOs, we travel to a new zone having been told what a dangerous and terrifying place it is, but then we find it’s a zone like any other, with average difficulty and the standard quest hubs.

Orr isn’t like that.  Orr is Hell.

Every inch of Orr is crawling in undead, and dynamic events and world bosses are everywhere. Even getting from one end of a zone to another can be a challenging struggle. Very few places are truly safe, and nearly all NPC camps can and often will be sacked by Zhaitan’s forces.

My thief battling in the Straits of Devastatio in Guild Wars 2Orr gives you the feeling of being in hostile territory, fighting for every inch of soil gained, and in theory, I really love the idea of world exploration as challenging endgame content.

But at the same time, I feel Orr may be a little too true to its concept. The place is brutal. Not brutal as in difficult, but just brutal as in hard to navigate or get anything done. Get used to long corpse runs and “event failed” notifications.

The issue is that only the last zone, Cursed Shore, gives the best rewards, so the first two zones are largely ignored by most players. Good luck to those poor bastards trying to drag their way through the first two.

The biggest problem is that, with all the events uncompleted, 90% of the waypoints are contested. This means that if you die, you’re basically sent back to the entrance of a zone. There aren’t words for how frustrating that is.

I’m not exaggerating when I say contested waypoints are the worst thing in this game.

The Gates of Arah in Cursed Shore in Guild Wars 2But the nice thing is you don’t really need to go to Orr if you don’t want to. My thief has only 36% map completion right now. There’s a whole world to explore.

So then analyzing the endgame in GW2 becomes more about analyzing the game in general. Some aspects of it have lost their shine since the initial review, but I’ve developed a new appreciation for others.

The plot — or lack thereof:

Story is probably my biggest complaint about Guild Wars 2. Simply put, the game’s plot is terrible, one of the worst I’ve ever seen. It’s derivative and cliche, the voice acting is atrocious, the dialogue writing is worse, the characters are paper thin…

The one redeeming feature of the personal storyline — that it’s personal — ceases to be a factor very early on. By level twenty or so, the bio choices you make at creation have stopped having an impact. Even race choice doesn’t matter once you choose an order.

My Guild Wars 2 mesmer stylin' in Metrica ProvinceAlso, it’s dumb you need to run a group dungeon to complete your personal story.

This, more than anything, is what made me jump ship to The Secret World. Tyria just isn’t a world I care about. I am not invested in the conflicts. There are no characters I want to avenge. There is nothing that makes me hate Zhaitan.

This is the biggest reason why I say GW2 is “not a meal.” To some people, it won’t matter, but I need to care about the world and the characters to stay motivated in a game.

Gameplay:

The gameplay is also something that I’ve grown a little disillusioned with. I’m still enjoying myself — don’t get me wrong. But the “new game smell” has worn off.

The main issue is that the game gets rather repetitive after a while. There’s very little variation in the design of dynamic events, hearts, and skill challenges. After a while, it starts to feel like the only differences between the zones are cosmetic.

An underwater personal story quest in Guild Wars 2I expect this is something that will improve as the game matures. After all, nearly all of the bosses in vanilla Warcraft were tank-and-spanks.

Another minor issue is that the game tends to get more annoying in the higher zones. I don’t mean more difficult — although that’s also true. Just annoying.

Did they just sit down one day and say, “Hey, how much crowd control can we cram into the upper level zones?” Knock downs, stuns, knock backs, blinds, snares, more knock downs… It’s like trying to PvP in WoW, for crying out loud.

Stay classy:

On a more positive note, I’ve come to the conclusion I’ve underestimated GW2’s classes. Initially, I was very critical of ArenaNet’s class design, finding that the classes feel too similar and disliking the game’s heavy emphasis on cooldowns and ground target AoEs.

My thief in Malchor's Leap in Guild Wars 2I’m still not going to hold Guild Wars 2 up as the paragon of class design, but I’ve learned to appreciate their classes.

Mainly, weapon-swapping makes a much bigger difference than I’d realized. If you have good timing, you can come up with some really interesting combinations by utilizing skills from different weapons. I’ve developed a rotation on my warrior that combines axe and longbow skills to deliver absurd AoE damage, a brutal single target strike, and powerful AoE buffs and debuffs all in one smooth progression.

I also appreciate that each class archetype can be interpreted very broadly. If you want to play a purely ranged warrior, you can. Melee ranger? Go ahead. With the click of one button, my thief transitions from a dancing whirlwind of steel to the rootinest, tootinest, shootinest gunslinger in all the Shiverpeaks.

The classes play more differently from each other than I initially gave them credit for, too. My thief is an agile class cannon, constantly dodging and fading in and out of sight because a fair fight is not something she can win.

My mesmer and her illusions in Guild Wars 2By contrast, my warrior is a one-man army, standing on the front lines and facing everything the world can throw at him.

And, of course, mesmers are just completely unlike anything I’ve ever played before — in any game. Points for originality there, even if trying to play that class gives me a headache sometimes.

In summary:

It’s difficult to review MMOs, because they’re always changing, but I put a number on my last review, so I might as well do so again.

New overall rating for Guild Wars 2: 8.1/10 Still a pretty good game, but is lacking in some key areas. I’d say it’s best enjoyed as a side diversion while you focus on other games — and there’s nothing wrong with that. It’s a great “side dish.”